Ranger
Base Class: Ranger

Wandering along a beach, you are fascinated by the little complexities of flora and fauna that thrive there. Shorestalker rangers have achieved a delicate bond with the creatures of  shallow waters and will do anything to protect the delicate balance of any shore. Even if it means becoming one with the creatures themselves.

Summon Intertidal

Make sure to keep a jar of water on you.

Starting at 3rd level, you have an option to summon any beast with the amphibious trait and size of small or tiny within 5 feet of you.

You can use your bonus action to command summoned creatures to do any action (attack, help and move). Only you can benefit from the help action used by the chosen beast.

These creature can only be summoned or swapped once per long rest and lasts until you summon another or until their hit points reach 0.

Urchin Armor

A band of urchins comes to your side with the shells of their loved ones. Do them proud.

Starting at 7th level, any armor you are currently wearing that is medium or light can be upgraded with urchin shells and spikes. The armor gains +1 AC always and does 1d4 + your proficiency bonus piercing damage to the attacker whenever you take melee damage for the first time during your turn.

Shoresense

Splashing waves of the shores communicate to you like whispers.

Starting at 11th level, In addition to your current favored terrain, Coasts also become your favored terrain. If they already are, You can choose to learn the Speak with Sealife Spell (spell explained below) and gain 25ft swim speed and water breathing.

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Speak with Sealife (Divination)

Level: 1st

Casting time: 1 Action

Range/Area: 500ft

Components: V, S

DURATION: 1 Minute (requires concentration)

Attack/Save: None

Damage/Effect: Social

You Emit a beaming pulse of blue light from your location. Any water and shore that the pulse touches can be used to command 1 beast with the amphibious trait and a CR of 1 or less for each odd number spell slot you cast this at (1 at 1st, 2 at 3rd and 3 at 5th)

Per turn, you can choose to:

Communicate (similar to Speak with animals)

Arrive as ally in a fight (the creatures act on their own initiative and prioritise protection of the caster and their allies)

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One with water

You become the very essence for all of sealife. The sea itself.

Starting at 15th level, as a reaction, you can turn into animated crystal blue water and can move into any empty space within 15ft without provoking an opportunity attack.

While you are turned into water, you have resistance to all damage except cold and lightning, you also gain vulnerability to cold and lightning damage. This form ends at the start of your next turn.

In addition, you can choose to use a bonus action to summon any beast with amphibious trait and a CR of 3 or less in the spot you were standing. Any creatures you have previously summoned via subclass abilities are turned into water.

This can only be done 2 times after long rest.

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